2021-06-14 23:54:30 +02:00
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# Import the pygame module
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import pygame
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# Import pygame.locals for easier access to key coordinates
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from pygame.locals import (
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K_UP,
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K_LEFT,
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K_RIGHT,
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K_ESCAPE,
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KEYDOWN,
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QUIT
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)
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# Import other files from project
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import field as F
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import node as N
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import plant as P
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import src.colors as C
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import src.dimensions as D
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import tractor as T
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from src import mapschema as maps
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if __name__ == "__main__":
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# Initialize pygame
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pygame.init()
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# Name the window
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pygame.display.set_caption("Inteligentny Traktor")
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# Create the screen object
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# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
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screen = pygame.display.set_mode((D.SCREEN_WIDTH, D.SCREEN_HEIGHT))
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# Define the map of the field
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mapschema = maps.createField()
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# Create field array
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field = []
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# Populate the field array
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for row in range(D.GSIZE):
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field.append([])
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for column in range(D.GSIZE):
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fieldbit = F.Field(row, column, mapschema[column][row])
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field[row].append(fieldbit)
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2021-06-20 18:02:11 +02:00
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# genetic_algorithm_setup(field)
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2021-06-14 23:54:30 +02:00
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# Create Tractor object
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tractor = T.Tractor(field, [0, 0])
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# Define the map of plants
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mapschema = maps.createPlants()
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2021-06-20 18:02:11 +02:00
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# Create plants array
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2021-06-14 23:54:30 +02:00
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plants = []
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# Populate the plants array
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for row in range(D.GSIZE):
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plants.append([])
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for column in range(D.GSIZE):
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if mapschema[column][row] != 0:
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plantbit = P.Plant(field[row][column], mapschema[column][row])
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plants[row].append(plantbit)
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# Create list for tractor instructions
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path = []
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# Variable to keep the main loop running
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RUNNING = True
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# Variable conroling timed eventes
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TICKER = 0
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# Initialize clock
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clock = pygame.time.Clock()
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# Main loop
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while RUNNING:
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# Look at every event in the queue
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for event in pygame.event.get():
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# Did the user hit a key?
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if event.type == KEYDOWN:
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# Was it the Escape key? If so, stop the loop.
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if event.key == K_ESCAPE:
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RUNNING = False
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# Did the user click the window close button? If so, stop the loop.
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elif event.type == QUIT:
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RUNNING = False
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# Create key Node that will be used to calculate tractor instructions
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processor = N.Node(field, tractor.position, tractor.direction)
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# If path is empty or nonexistent, create new one
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if path is None or len(path) == 0:
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path = processor.findPathToPlant()
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# control tractor by poping instructions from path list
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if path is not None:
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if path[0] == "move":
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tractor.move()
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elif path[0] == "left":
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tractor.rotate_left()
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elif path[0] == "right":
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tractor.rotate_right()
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elif path[0] == "hydrate":
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tractor.hydrate(field)
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path.pop(0)
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# Get all keys pressed at a time CURRENTLY UNUSED
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pressed_keys = pygame.key.get_pressed()
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# control tractor with pressed keys CURRENTLY UNUSED
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if pressed_keys[K_UP]:
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tractor.move()
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elif pressed_keys[K_LEFT]:
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tractor.rotate_left()
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elif pressed_keys[K_RIGHT]:
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tractor.rotate_right()
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# Set the screen background
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screen.fill(C.DBROWN)
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# Draw the field
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for row in range(D.GSIZE):
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for column in range(D.GSIZE):
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screen.blit(field[row][column].surf, field[row][column].rect)
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# Draw the tactor
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screen.blit(tractor.surf, tractor.rect)
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# Plants grow with every 10th tick, then they are drawn
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for row in plants:
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for plant in row:
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plant.tick()
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plant.grow()
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screen.blit(plant.surf, plant.rect)
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# Field are drying with every 100th tick
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if TICKER == 0:
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for row in range(D.GSIZE):
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for column in range(D.GSIZE):
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field[row][column].dehydrate()
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# Increment ticker
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TICKER = (TICKER + 1) % 100
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# Update the screen
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pygame.display.flip()
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# Ensure program maintains a stable framerate
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clock.tick(8)
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